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Thread: Raytracing steps

  1. #21

    Raytracing steps

    I implemented full antialiasing support :

  2. #22

    Raytracing steps

    Thats where I gave up

    Spacial partitioning to speed up rendering. I think I went for an octtree, but it's one thing getting the structure setup, it's another getting a ray to traverse it..
    My site: DelphiTuts.com (coming soon)...

    Download Font Studio 4.21 here.

  3. #23

    Raytracing steps

    :-) nitrogen, how many seconds do you render the same scene with antialiasing, and without antialiasing ? Let's say the scene 512x384 .

    I think it will be hard for me to implement kd-tree , but I must do this,
    because I have imported a 3DS mesh, that contains only about 4 500 Triangles, and my raytracer is horribly sloow. Really, very slow :?

    Also, have you tried the soft shadows ? I Plan to this, but really after
    it get more speed

  4. #24

    Raytracing steps

    AA takes quite a hit.

    Takes 1.25 sec without
    Takes 2.25 sec with AA.

    I've tried it before but it tends to make your shadows look grainy if you use a random scatter, and if you use a uniform scatter it creates multiple layers of sharp shadows.. No good either way

    Unless of course you fire 200 shadow rays for each pixel..
    My site: DelphiTuts.com (coming soon)...

    Download Font Studio 4.21 here.

  5. #25

    Raytracing steps

    Very good time results my Scene where is 53 objects takes about one minute with antialiasing...
    terrible.I have to do something with that speed However here is the result :




    I'll try to implement kd-tree optimisation, after that I'll tell how much the speed has increased . Then it's time to do soft shadows and area lights
    Then diffuse reflections.

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